/*
*  Copyright (C) 2009  Peter Kist & Jan Ripke
*
*  This program is free software: you can redistribute it and/or modify
*  it under the terms of the GNU General Public License as published by
*  the Free Software Foundation, either version 3 of the License, or
*  (at your option) any later version.
*
*  This program is distributed in the hope that it will be useful,
*  but WITHOUT ANY WARRANTY; without even the implied warranty of
*  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
*  GNU General Public License for more details.
*
*  You should have received a copy of the GNU General Public License
*  along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/

#ifndef __logic_character_consumer_h
#define __logic_character_consumer_h

#include <mediator/Consumer.h>

namespace galaxy {
    namespace logic {
        namespace character {

            /** This class handles the input for the player entity.
            * The INPUT events (both mouse input and keyboard input are intercepted here and redirected
            * the the player entity or the entity that it controls.
            * The player can only control one entity at the time, so the character-consumer only
            * controls one entity at the time.
            */
            class CharacterConsumer :
                public mediator::Consumer
            {
                static const char * c_ConsumerType;

            public:
                CharacterConsumer(void);
                virtual ~CharacterConsumer(void);

                /** @name mediator::Consumer interface */
                //@{
                virtual const char * consumerType () { return c_ConsumerType; };
                virtual void handleEvent (mediator::Event& event);
                virtual bool handleQueuedEvent (mediator::Event& event);
                //@}
            };

        } // namespace character
    } // namespace logic
} // namespace galaxy

#endif // __logic_character_consumer_h